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Author Topic: Castle Shikigami 1[Shikigami no Shiro/'Mobile Light Force 2']: help needed!  (Read 1 times)
cj iwakura
Guest
« on: August 22, 2009, 12:04:42 pm »

Hi all. I've asked around at a few niche boards, and had a hard time getting any info or interest for this project, so that brings me here.


I'd like to undertake a translation for the original Castle Shikigami.

/

It was released on PC, Xbox, and PS2, and the PS2 in the states.

However, the US version was infamously butchered, leaving all the dialogue removed, and portraits taken out.



So, I'd like to start a translation for the original(PC) version.



This is a shmup, and has minimal dialogue, but at very least, there are seven different storylines, with character dialogue between the bosses and monologues taking place between each stage.

Unlike the sequels, SnS 1 doesn't have voice acted dialogue, only minimal used during the stages.


Unfortunately, I'm basically an amateur in the field. I have no experience with hacking, and minimal knowledge of the language, but I'm willing to learn.

I do have access to the PC version.

So if there's anyone with knowledge of hacking PC dialogue and/or love for the SnS series, I'd greatly appreciate the assistance.



Thanks in advance.
« Last Edit: January 07, 2010, 09:37:56 pm by cj iwakura »
aishsha
Guest
« Reply #1 on: August 22, 2009, 01:58:51 pm »

I'm afraid, this is a wrong section for such issues. Try to post Help Ad.
cj iwakura
Guest
« Reply #2 on: December 01, 2009, 07:23:40 pm »

Hi there.

I have a very awesome collaborator who's working on hacking this game's text for me.

Once we manage to crack Shiki 1, we'll be rolling.

Just an fyi.


Now, it's about justice!
cj iwakura
Guest
« Reply #3 on: January 07, 2010, 09:37:37 pm »

So hey, we need some hacker assistance on this.

Shikigami 1 is proving a tough nut to crack.

If you want to help us out, email me at cjiwakurax@aol.com or hit me up on AIM: cjiwakurax.

Thanks a bunch.

Here's a sample of what we're up against here:

Code:
      00000000                    ???                                     EAX=00000000, ECX=00000000, EDX=00000000, EBX=00000000, ESP=00000000, EBP=00000000, ESI=00000000, EDI=00000000
main  00423D96                    MOV AX,WORD PTR DS:[ECX]                EAX=00000000, ECX=0082B998, EDX=000000D0, EBX=00000000, ESP=000CFE54, EBP=00727208, ESI=00000002, EDI=00000000
main  00423D99                    AND EAX,0000FFFF                        EAX=000000AA, ECX=0082B998, EDX=000000D0, EBX=00000000, ESP=000CFE54, EBP=00727208, ESI=00000002, EDI=00000000
main  00423D9E                    CMP ESI,EAX                             EAX=000000AA, ECX=0082B998, EDX=000000D0, EBX=00000000, ESP=000CFE54, EBP=00727208, ESI=00000002, EDI=00000000
main  00423DA0                    JL SHORT 00423DBD                       EAX=000000AA, ECX=0082B998, EDX=000000D0, EBX=00000000, ESP=000CFE54, EBP=00727208, ESI=00000002, EDI=00000000
main  00423DBD                    MOV EAX,DWORD PTR DS:[ESI*4+ECX+4]      EAX=000000AA, ECX=0082B998, EDX=000000D0, EBX=00000000, ESP=000CFE54, EBP=00727208, ESI=00000002, EDI=00000000
main  00423DC1                    ADD EAX,ECX                             EAX=00001BF8, ECX=0082B998, EDX=000000D0, EBX=00000000, ESP=000CFE54, EBP=00727208, ESI=00000002, EDI=00000000
main  00423DC3                    POP ESI                                 EAX=0082D590, ECX=0082B998, EDX=000000D0, EBX=00000000, ESP=000CFE54, EBP=00727208, ESI=00000002, EDI=00000000
main  00423DC4                    RETN                                    EAX=0082D590, ECX=0082B998, EDX=000000D0, EBX=00000000, ESP=000CFE58, EBP=00727208, ESI=00000000, EDI=00000000
main  00462100                    PUSH EAX                                EAX=0082D590, ECX=0082B998, EDX=000000D0, EBX=00000000, ESP=000CFE5C, EBP=00727208, ESI=00000000, EDI=00000000
main  00462101                    CALL 0042DD40                           EAX=0082D590, ECX=0082B998, EDX=000000D0, EBX=00000000, ESP=000CFE58, EBP=00727208, ESI=00000000, EDI=00000000
main  0042DD40                    PUSH EBX                                EAX=0082D590, ECX=0082B998, EDX=000000D0, EBX=00000000, ESP=000CFE54, EBP=00727208, ESI=00000000, EDI=00000000
main  0042DD41                    PUSH EBP                                EAX=0082D590, ECX=0082B998, EDX=000000D0, EBX=00000000, ESP=000CFE50, EBP=00727208, ESI=00000000, EDI=00000000
main  0042DD42                    MOV EBP,DWORD PTR SS:[ARG.1]            EAX=0082D590, ECX=0082B998, EDX=000000D0, EBX=00000000, ESP=000CFE4C, EBP=00727208, ESI=00000000, EDI=00000000

January 08, 2010, 10:09:15 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Update:

Quote
I did look for SJIS strings but no luck. I haven't tried unicode (I always forget about it since I've only reversed one game that used unicode).

I should say the code isn't the problem as I can read it fine enough to know mostly what's happening. My problem is the graphics themselves since I'm not very good at figuring out graphic formats and such.

The *.dat files are what I suspect holds the text somehow. From what I've seen there a simple archive format (I can describe it if you like) that holds LZSS compressed files. From what I've noticed, the files when uncompressed appear to be some type of image format. My reasoning being how many 0s are in there, as well as the grouping of the bytes (basically a large transparent graphic with something in the middle, like how our text shows up).

I suspect it's *.dat files since those are the ones it keeps accessing right before displaying the text.

One thing I noticed which I found interesting is I found a routine which appears to use those files to index something (maybe a font?) but later on it is accessed by my nvidia driver. I could be mistaken honestly so hey Smiley I'm more use to dealing with compressed text of some kind and graphics aren't my thing at all unless there obvious in the format they use. I'm almost certain there TGA files, but i'm not sure how to rebuild the header for it.

Later on I can post up a portion of the uncompressed piece of one of the files. if anyones interested I don't have access to my code on the laptop I'm using right now though.
« Last Edit: January 08, 2010, 10:09:15 pm by cj iwakura »
mahjdve
Guest
« Reply #4 on: January 08, 2010, 10:35:23 pm »

Are you sure about the first instruction in that code sample AX is a 16 bit register but the rest seem to be 32 bit registers. I don't know too much assembly but there seems to be a call instruction (00462101  CALL 0042DD40) that simply jumps to the next line maybe the code is some how hiding parts of itself.
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